DayZ 1.26
DayZ Explorer by KGB
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Файл ActionTuneFrequency.c

См. исходные тексты.

Структуры данных

class  ActionTuneFrequencyCB
 

Функции

ActionTuneFrequencyCB ActionContinuousBaseCB ActionTuneFrequency ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 

Переменные

const float REPEAT_AFTER_SEC = 1.0
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
40 {
41 if ( item.IsTransmitter() )
42 {
44
45 if ( transmitter.GetCompEM().IsWorking() )
46 {
47 //transmitter.DisplayRadioInfo( transmitter.GetTunedFrequency().ToString(), player );
48
49 return true;
50 }
51 }
52
53 return false;
54 }
Definition EntityAI.c:95
Definition BaseRadio.c:2

◆ ActionTuneFrequency()

14 {
15 m_CallbackClass = ActionTuneFrequencyCB;
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_ITEM_TUNE;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_ITEM_TUNE;
18 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
19
20 m_Text = "#tune_frequency";
21 }
int m_CommandUIDProne
Definition ActionBase.c:32
int m_CommandUID
Definition ActionBase.c:31
Definition ActionTuneFrequency.c:2
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и ItemTransmitter::SetActions().

◆ CreateActionComponent()

override void CreateActionComponent ( )
private

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
24 {
25 m_ConditionTarget = new CCTNone;
26 m_ConditionItem = new CCINonRuined;
27 }
Definition CCINonRuined.c:2
Definition CCTNone.c:2

◆ HasProneException()

override bool HasProneException ( )
30 {
31 return true;
32 }

◆ HasTarget()

override bool HasTarget ( )
35 {
36 return false;
37 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
57 {
59 transmitter.SetNextFrequency( action_data.m_Player );
60 }

Переменные

◆ REPEAT_AFTER_SEC

const float REPEAT_AFTER_SEC = 1.0
private